Stormrush: Make his storm rush forward+any direction+heavy without being in his stance. He is a samurai assasine so he deserves fast attacks. Take out this forward zephir slash out of his kit. Its to telegraphed and not much used. Look at kenseis dashing forward light. It is such a good tool for Initiating and get into his combos. Hes is a vanguard and he gets fast dashing attacks? Why dont give such tools for a agile assasine like orochi? Ubi come on... thought u want this game to stay realistic in some way. Or Make his stormrush as fast like the shaman jump attack. I think shamans dash attack is also a good tool for Openers. you cant just light her out of her dashing attack. Orochis stormrush is to easy to punish before it connects. Keep his new stormrush to the Same dmg as shamans.
Zephirslash: Give Zephirslash to the sides (no forward zephirslash because as i mentioned it in the stormrush section out of the game) faster frames like i.e. Zerks or valk. I eat orochi side zephirslash
Tozenkick: instead of Zephirslash forward give him an unblockable for a tool against turtles (i hate this cheap broken conquerors). Give him frames like the shoulderbash of the warden for example and continuing his normal chaincombos. Tozen, light, light. Tozen light heavy etc.
Riptide strike: get the old one back with heavy and dont let it caught while in the animation like now!! Perhaps with hyperarmor???
I think this new kit can get him viable in the competitive scene. Now he is just a noobstomper and cant compete Against most of the other characters. Wulin are so strong with their kits in comperision to the old roster. No one plays him high ranked because he just sucks... hope ubi will make more reworks because the reworks we get were all crap. Besides kensei zerks reworks they were fine. Put more effort on balancing instead of just making money with stupid contests. Balancing gameplay are the most important things in fighting games. Ubi will lose more players in the future and i really like this games idea. Dont let it die! Make for honor great again!!!xD
Sure they need a rework. But this is not an excuse to not rework orochi. They did rework him really bad. Orochi is low tier to be honest. Law and shugoki can easily bait orochi. Law just shove on block and lights u all day and u cant do much against turtles. Sure the 2nd hit does hit often but its dmg is low. His 1st light is reactable with some training and be followed up with a heavy. so you have to worry if you hit the light button because 3parries against orochi are his death. Every character has some sort of unblockable or softfeints but orochi doesnt have one of those important tools. In conclusion without unblockables you can do nothing against turtles. Did u play vs decent conquerors witih orochi? U dont have any chance against his shieldbash & zone. This strategies with conqueror are literally broken op! Riptide strike wirh hyperarmor would be a tool vs his shieldbash. Shieldbash is op anyway but ubi dont care to nerf it. But that all isnt the case here. Im just giving an opinion how some balancing on a beloved character like orochi can be improved to make this game more viable in the pro scene. Step by step. Shugo and law reworks coming soon anyway. But i dont get it why it takes for ubi sooo long to balance some moves. Theyve got so much money and devs. Some great reworks suggestions from the community in the past were just ignored by ubi and they failed with the orochi pk rework batch. Lets be honest. Orochi always was a crap character from day1 until now. But i like his design and the idea of an orochi. That new armorset looks amazing but he sucks in this game. It just frustrating for waiting such a long time for good balancing until now and it is getting even worse. To long process.. im sick of it now. Sick of moneymakers that dont care
I think that every character should be as strong as conq, warden, zerker, kensei, hl and some of the new ones, with either a few very strong tools, or a dozen useful tools. Orochi (and to a bigger extent, peacekeeper) was reworked to get a few lights in, which is either extremely frustrating for the opponents, or useless at the end. Fighting him is not a game, not variable, not interesting, it's an exam,
Stop with that stupid argument FFSOriginally Posted by TSCDescon Go to original post
If the rework is bad it should be re-rework. PERIOD.
Don't get me wrong, I'm not saying Orochi is priority number one, Im' just saying that if his rework is not good enough it should be fixed.
What's so hard to understand that every char deserve a proper rework and a suggestion rework for one char doesn't imply that the other chars have less priority
Orochi's kit lacks a bit of depth and options when compared to the other assassins. He is not trash but needs a balance update to put him in a safe spot. And this is what I think he needs. He needs a BIT of bleed, stun/stanina drain, hyper armer and soft faints from neutral. He also needs unblockable melee's and parry counters. So now to explain how all of these are going to work together.
1. Bleed on a parry counter: Similar to shinobi this attack would be on a light input after a parry. And alow orochi to deal some extra damage around 15-20 and have some bleed in his kit.
2.Unblockable parry counter: This is a fast knee strike to the chest that pretty much looks like the one from his overkill execution. But shares the properties of aramush's ring the bell counter meaning it has hyperarmer, does small attack damage like around 15 and stuns the opponent while draining a bit of stamina. But to add to this it has knock back That should be able to give yourself some distance from you and your enemy(s) and slow down aggressive or spamming players.
3. Soft faints and unblockables: As it's obvious to see orochi needs an inblockable opener. I was thinking a soft faint opener like kensei's that guarantee's a light for maybe 12-14 damage and possibility to continue chains. How this move would work is he would get a elbow strike that is soft fainted from a side heavy like how kensei has his on his top heavy. Now to make it a bit safe I think that orochi should be able to cancel the recovery if missed into dodge giving him the chance to counter his opponents attack if he can react fast enough.This now pretty much sets you up in a 50/50 situation where you have to act or get punished. By this it doesn't make the tech to over powerd or under powderd. But ya this is my idea of how to overall balance orochi with the other assassins as well as the rest or the hero's of course nerfs would be necessary for balancing but as long as its not affecting the same depth that is being buffed.
An idea on how to make orochi's storm rush a battle form/stance similar to shaolin's Qi stance.
Currently Orochi's storm rush is in a bad state and Is really risky and can be stopped very easily with something as simple as a light attack or even a properly timed dodge. Since this is his only thing that can even be considered a opener and is his iconic move I feel that it should get more viability in battle.
Changes:
1. Dodge cancel mid run.
By being able to cancel into dodge mid run allows him to more smoothly flow into counter attacks like his deflect or dashing side lights. At the same time avoid on coming attacks.
2. Increase in damage on his left and right heavy's in storm rush from 17 to 20.
One of issues with storm rush is that for the risk that you take using this move it only gives you 17 damage. Its not rewarding at all as a heavy it could do a little better.
3. A 500ms unblockable kick added to the storm rush stance.
This is probably the most requested buff for orochi right now and its very needed.
So how this kick would work is when you back into storm rush stance while holding the stance if you input the guard break it will trigger orochi to dash in like he is going for his heavy but will do kick pretty much like what tozen had back in the season 5 bosses event the kick will have hyper arm, cause stun, some stamina damage and can wall splat/
Ledge if close enough. Reason for this is it very commonly known that you can stop storm rush attack with a quick light before he attacks stopping him in his tracks. But with this kick it can eliminate that weakness forcing a reaction out of your opponent because if they just stand there they will get hit. And get opened up to damage.
Options off the kick:
This kick will act as orochi's best opener. If the kick is successful it guarantee's a light attack that acts as start of his chains.
Next will be a 40 dmg 500 ms unblockable heavy from the side that can start chains and can be fainted. Having an unblockable will give orochi access to an unblockable mix up similar to alot of other heros including other assassins. He can keep his opponent on there toes and not just stand and wait for you to do something and they just counter it.
Optional Additions
Cancel kick into dodge.
Small attack damage on kick around 10-15.
Kick knocks opponent to the ground if they are out of stamina.
Negatives to using kick or follow the up heavy.
Both moves if missed can be punished with a guard break.
The heavy can be parried
Kick can be dodged if timed right.
These changes and possible additions i feel and I would assume a lot of other orochi players would really enjoy and finally put orochi in a good position as he will finally have tools that can add sone nuch needed depth to his play style.
I know what you mean with the conqueror. Tough opponent indeed, but not broken in my opinion.
Im happy about the Hurricane Blast DMG change to 50.
Im only playing Orochi for the last months and the only thing that i want changed right now are the minion fights.
I dont know why it was changed with marching fire to normal attack chains of the in-guard-stance but its less smoother now.
Fighting minion armies was never a strength of Orochi but now its also really boring because you hit 3x LMB then wait for 2sec rins and repeat.
Please change it back. It was much mor enjoyable that way with all the beatiful animations you dont see at a player fight.
I would hold back comments about reworks for Orochis vs player kit until the new Wu lin characters are more settled.